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devlogv1.4.0

Seasons: what gets wiped, what stays, and why you choose

At the end of a season your character is not quietly deleted. You decide: convert what you built into picks for the new season, or decline and stand on the veterans' board.

IMAGE SUGGESTION (cover) — does not exist yet A season-cycle diagram in two columns: WIPED (level, XP, ChaosCoin, inventory earned in play) vs KEPT (account, SpecialCoin and anything bought with it, achievements, veterans' board). In the middle, the 14-day window and the two doors: Convert / Decline. This is the most important asset in the post — text alone does not defuse the fear.

Let us talk about the part that usually enrages browser-game players: the season reset. We would rather explain it now, a month ahead, than let you find out the hard way.

A season has a start, an end of competitive play, and then a 14-day window in which nothing happens to your character without you choosing it.

What changes for you

  • Nobody wipes anything on their own. At the end of the season you get a choice, and it stays open for 14 days.
  • Convert: the value of what you built becomes starter picks in the new season — one per 1 million CC of inventory value, spent from a curated catalog.
  • Decline: your character leaves competitive play and joins the veterans' board, with what it achieved recorded under the season's name.
  • SpecialCoin is never touched. Not the bought currency, not what was bought with it.
  • Achievements stay. They are account history, not season history.
  • Nothing is deleted mid-action. An active raid or a queued training run blocks the reset until it finishes.

Wealth leaderboard

Exactly what gets wiped

WipedKept
Level and experience (back to level 1)The account and the login
ChaosCoin balanceSpecialCoin balance
Inventory earned in playItems bought with SpecialCoin
Region control and banked incomeAchievements and titles
Season leaderboard positionYour name on the veterans' board

Why seasons exist

Because a game of accumulated progression has a hidden expiry date: a month arrives where the people who joined on day one are so far ahead that nobody new can play the same game. Regions are taken, the top of the board is a number nobody reaches, and the market runs on prices from an economy the newcomer never took part in.

A season is the mechanism that gives back a beginning. It is not there to punish people who played a lot — it is there so that playing a lot still means something in the next season, which is what conversion does.

Converting is not losing: it is trading volume for choice

Someone who played a whole season does not restart level with someone who arrived yesterday. Total inventory value becomes picks against a catalog curated by the team.

The curation is the important part. Without it, whoever had the most would reappear with ten legendaries on day 1 and the new season would be born dead. The catalog sets the ceiling on what can carry over; your volume decides how many choices you make inside it.

How this was built (the boring part that protects you)

The reset is the only code in the project that deletes player data. It was written under the rules of a system that cannot get it wrong:

  • Fails closed. Any unconfirmed condition aborts the reset. When in doubt, delete nothing.
  • Dry run. An admin runs the reset in simulation mode and reads exactly what would be deleted, before any write.
  • Copy before cut. The character's state is archived in the same transaction that deletes it. There is no window where the data is gone and the copy does not exist.
  • Running it twice does not delete twice. Each character carries the mark that the reset already ran.
  • Blocking states. An active or extracting raid, a queued or running training job — the reset waits. Training charges its cost at enqueue; wiping mid-queue would burn the charge and deliver nothing.
  • Two requests for the same pick at the same time do not spend it twice: the one that loses the race is rejected, not served double.

Five concurrency defects only appeared when the system was tested against a real database instead of a simulation. That is why it was tested that way.

The warning, repeated

This post exists so that the wipe is announced, not discovered. The same message will appear:

  1. On the character creation screen.
  2. In the closed-beta invite — the beta also ends in a wipe, and that is stated at the door.
  3. In an in-game notification when the 14-day window opens.

If you think the rule is bad, it is bad before you invest 40 hours, not after.

What comes next

Devlog 06: missions with consequence. NPCs that remember, stateful dialogue, and choices that close doors.

→ Join the Discord and ask us anything about seasons.

The city is already running.

Everything in this post is live. Make a character and see how long you last.

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